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Warhammer Online: Age of Reckoning Review

Sunday, October 5, 2008

War, appropriately, is the focus in Warhammer Online: Age of Reckoning. Few persistent world, online role-playing game have focused so much on player-versus-player combat or done it this well. Fireballs fly, swords clash, and pet lions pounce as the opposing forces of Order and Destruction pound on each other for server dominance. From open warfare to stand-alone scenarios, there are a number of ways to establish battle superiority, and Warhammer Online consistently offers in-game rewards for your combat prowess, making this game the one-stop shop for all your elf-bashing needs. There are other innovations too, though they take a supporting role: public quests that allow passersby to jump in and join the fray, for example, as well as the excellent Tome of Knowledge, an in-game encyclopedia overflowing with all the information you would ever want.

These original features make Warhammer Online a great game, though this direct focus on PVP combat noticeably detracts from its other facets. Most notably, questing and solo play are unfulfilling compared to other MMOGs; the writing is decent, but in general, the by-the-numbers quests lack flavor and sophistication. The most noticeable issue at play, however, directly relates to player population: During peak hours, you may wait an hour in a server queue, only to discover that the world still feels really empty, even with all these areas for players to congregate and battle. It's the ultimate contradiction: By giving players so many ways and places to hammer each others' skulls, the population has been spread thin. Warhammer Online feels like it was designed for a population much larger than the game actually holds. A good guild, as well as some preparation and organization, will combat this issue to a degree. Perhaps this drawback will change as the population at large gains levels, but for now, the splintering of players makes exploration and questing both feel even more lackluster than they already are.

But you came for war, and whether you want to get in the thick of the action or support your groupmates, you'll find that the Warhammer universe is a natural host for your bloodthirst. First, you choose a faction: Order or Destruction (guess which is good and which is evil). From there, choose an army (Dark Elves, Empire, and so on) and a career. Both sides offer the usual suspects, such as healers and tanks, but there are some nice additions for each class. Engineers can summon a turret to aid them from a distance; Disciples of Khaine siphon health from enemies to heal allies; and sorcerers are capable of dealing heavy damage--at the risk of killing themselves. Physical customization isn't particularly deep, but various tattoos and other options help distinguish you from the hordes, even if the simple options and visual similarities of various armor sets can sometimes make all players of a particular profession look eerily alike.

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